(For the most part, excepting those I haven’t played the main questline end-to-end.)
SSSS: X
S: VII, XIV, XVI
A: XIII, XII, Tactics, FFTA, VIIR, VIIR-2
B: VI, IX, XIII-2, Type-0
C: VIII, IV, Crystal Chronicles, Dissidia, X-2, LR: XIII, Bravely Default
F: Crystal Chronicles S, the Android port of FFT
I love everything I’ve listed at C… for me, that just means “interesting ideas that I really love and hope they’ll revisit, but that ultimately didn’t land for me as a game in the form it was released in.” And yes, Bravely Default is a Final Fantasy game imho.
[Sorry for continually editing this, the Markdown formatting keeps giving me issues.]
I am probably in an extreme minority here, but my favorite final fantasy game is… XIII. I remember being so hyped when it came out, the graphics on my PS3 were unreal. This was at a time in my life where I was unable to finish any big game due to limited attention span, but I played the first hours of that game a lot and really enjoyed it. Since then I’ve tried getting into VII, IX, XII and XIV, and all of them I bounced off of. However, trying XIII again years later on PC, it just feels so comfy. I don’t need to think too hard were to go or what to do, just let the game guide me and enjoy the music and spectacle.
I’ve noticed lately that I absolutely love linear games: half-life, portal, uncharted… are all experiences I adored because of their simplicity. Just move forward! I feel that a lot of mainstream gaming has become about side objectives, open worlds and collecting 100% of collectibles, and it is honestly exhausting. If you have any linear game recommendations, please chime in :)!
I always wanted to play the one I saw my friend’s older sister playing on her Xbox 360 when I was younger. The main character had pink hair and it looked really good for the generation of consoles. Not sure which one it was though
I love them. FFIX was the reason I got a Playstation (2). To me, VI to X + Tactics were peak. I had a hard time finishing the older ones even though they were decent, but from VI forward it seems like they put a lot of thought into the characters.
I own FFXIII AND XIII-2 but didn’t get more than 5 minutes in thanks to the battle system. One day I’ll give them another try.
I really like the trope of a secret island in a corner of the world map.
Funny enough, 13 is actually the one I’ve replayed the most. I think I’ve beaten it like 3 different times, in addition to whatever runs I didn’t finish. It’s kind of grown on me as one of my favorite ones.
Do be ready for about 40 hours of single-path walkways if you ever go back, though. I don’t actually think this is the problem some people make it out to be, but the game isn’t polarizing for no reason.
I like to replay XIII, too. I think its visuals and music are the main reason. The sound of leveling up in Chrystarium is awfully pleasing :D
I enjoy the battle system as well, although can’t quite explain why. Okay, I can think of one thing - the game requires the player to buff and debuff enemies for effective combat (Imperil status is especially interesting), and it’s not time-consuming. Oh, and XIII has cool flashy summons, Shiva as a motorbike is spectacular.
The paradigm shift system also introduces this… I dunno, ducking and weaving style gameplay? It’s like you’re the director of an orchestra looking for the right musical swell at the right time.
This paradigm shifting is the same kind that you do in other games when a party member needs to stop and focus on healing, but now that you have to shift your entire team’s focus, while keeping in mind that each role really needs time and momentum to truly be effective, you end up making these real-time opportunity cost decisions about which urgent thing needs the most attention, or whether you can split your focus even though a team that can do this is much weaker at both things it’s trying to accomplish. I really like the way 13 forces you to think about party formation.
I also give it credit for establishing the stagger meter, which was such a good idea that they’ve included it in like every game since then.
This is quite a nice summary! Yeah, the stagger meter is an awesome addition, especially since you have to take into account how exactly you reach the stagger. Do it with three ravagers too fast, and it runs out before you amass enough damage, for example.
My only issue with this battle system is that oftentimes, if you screw up your tactics, the game punishes you with prolonged combat instead of a game over. No MP, nothing to run out of, but you have to be effective so that battles don’t drag too long.
I don’t like recent FF tendency of reducing the playable party to just one character. The whole beauty of JRPGs is that you can play around with your party, and XV and XVI don’t have that, which is a shame. VII Remake, however, is great at combining action with the party management, I hope Square would choose this path for future FFs.
For context I played the first one on NES when it came out. I liked how the different games each felt imaginative and a little different yet familiar due to certain common themes. I liked the games where the battles felt more tactical, like X, XII, and of course Tactics. I really like the setting of Ivalice, couldn’t say why but the setting is just appealing. I don’t like the turn the series has taken lately. XVI was a shallow action game and an even shallower RPG with paper-thin characters acting out a superficial imitation of A Game Of Thrones. I was way more invested in the character arcs of the cast of characters in VI than in the forgettable cast of XVI.
I actually really liked 16’s main storyline. Not sure where I rank it, exactly, but parts of it were extremely cool.
What I did not like were the barrel-bin jrpg-tier sidequests where characters show up out of the blue because they’re supposed to be in this scene and “you really thought I wouldn’t see the two of ya’s slinkin’ off” was all I guess the project had the budget for.
I can’t tell you how many times it felt like a character would tell me to go somewhere to do a thing because they can’t go, and so I’d go do it, only for them to show up anyway so they could thank me with sad music.
It was just exhausting how shallow and uninspired most of the side content was.
XVI looks like an Ivalice-setting game to me, but without the tactical approach of XII/Tactics. I enjoyed the story for what it was, but felt that the game tried too hard to be like one of the cool kids classic installations in the series. It didn’t have a new idea, a spark behind it, only a concept that it has to have all notable FF elements like familiar summons, moogles, enemies, weapons, etc. But it’s a good game overall, didn’t go through development hell like XV and sold well.
I’ve always liked FF. We had FF1 on the NES back when but the battery in it was dead so we had to the leave the console on. My brother got through it after a good number of afternoons.
I never got into it though. I like watching it. I remember the obsession around FFVII.
Then I picked up one of those SNES Mini things that came with… FFIV. That one got me. I wasn’t surprised to find out that loads of people love that one in particular.
Frankly fo my time, best gaming series ever. With a few exceptions each one stands alone as it’s own story, but there are the ever present threads that in some cases turned into almost easter-egg items in a given game. Where are Biggs and Wedge going to show up this time? Can I get my hands on a choccobo? Hey Cid, thanks for the airship…
The gameplay of VNs doesn’t particularly appeal to me, though it’s not offensive either, so I can be won over by a particularly good story. So far, the best VN I’ve played is Snatcher for the Sega CD.
Snatcher (nice use of negative space on that cover) is one of Hideo Kojima’s earlier titles, and his insatiable desire for long cutscenes/story lends itself to VNs. As with many of Kojima’s works, it’s heavily inspired by whatever western movies he would’ve seen at the time. In this case, Snatcher is heavily inspired by Blade Runner.
You play as Gillian Seed, an ex-scientist with amnesia that’s now working as a Junker (the equivalent of a blade runner) in Neo-Kobe, a cyberpunk metropolis that’s not quite as dark and dreary as Bladerunner’s, feeling more like something out of Akira.
The game features a lot of voice acting, some of it actually surprisingly good for a game of that time (early 90’s), and it has a particularly fantastic FM soundtrack courtesy of the Genesis’ soundchip, and even some redbook audio for the intro. I’d recommend listening to the soundtrack even if you have no intention of playing the game.
The story for the game can get surprisingly dark and gruesome at times, though overall has a more 90’s anime up-beat vibe, and is one of Kojima’s more linear and coherent tales. The characters are pretty fun to talk to, and the writing was compelling enough to make me push through some of the more dated design decisions (you sometimes will have to click the same action/dialog 3 times or more, with no additional feedback, before something unlocks to progress the story).
The gameplay is a bit more involved than a standard VN, sharing some attributes with an Adventure game. In addition to being able to move around the city and various buildings (skillfully drawn with some of the finest pixel art of the era), the player has access to an inventory and can investigate various parts of a scene. There’s a small combat mini-game that will sometimes spring up that was designed for use with a lightgun (The Konami Justifer) but thankfully works just fine with a standard controller), and is used sparingly enough that doesn’t overstays its welcome. In fact, I’d say the combat is surprisingly well integrated into the story, and helps add a bit of tension, since you never know when it’ll pop up (I imagine it would’ve been quite immersive back in the day with the lightgun, since you’d have to quickly drop your controller and physically ‘draw’ it to defend yourself).
Snatcher is a short game, usually averaging about 4 or 5 hours for most people, but that’s all it really needs to tell its tale, and by the end I was thoroughly satisfied.
The Sega CD version is the only one that was translated for the English market, and AFAIK is no longer legally available to purchase anywhere. With physical copies being rare and demanding a premium ($200 or more), I’d recommend emulation to experience it.
If any of that sounds appealing to you, I’d certainly recommend giving it a try! And if you do, good luck, Junker!
Elden Ring really got this right by playing the cool cut scene once and then every attempt after goes straight into the fight. Could’ve done with closer sites/shrines in a few of the fights, though
And the cool cutscenes are skippable even on your first time encountering the boss (great for multiple play throughs). The one run back I can remember being annoying is Rennala.
Me: You have wasted what little free time I have with a bad design choice that you could easily have avoided. Since I can’t skip your cut scenes, I will instead skip your games.
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